Step 1 - Upload your tileset
Select one or more PNG tileset files. Set the tile width and height (use the preset buttons for common sizes). Adjust spacing and margin if your tileset has gaps between tiles. The background color is auto-detected from the image edges - correct it if needed. Click Analyze to start.
Step 2 - Wait for detection
The server scans every tile for non-background pixels and groups connected tiles into clusters. If AI providers are configured, each cluster is sent to AI for sub-element detection and naming. Progress is shown in real time. This may take a minute for large tilesets.
Step 3 - Review detected elements
The canvas shows your tileset with colored overlays for each element. The legend on the right lists every detected item.
- Elements (solid border): individual objects identified by pixel analysis or AI.
- Clusters (dashed amber border): groups that may contain multiple objects and need further processing.
- Spots: named map locations with configurable size, placement, and collision rules. Added manually via Add Spot.
- Faint gray tiles: tiles that passed the fill check but had too little variance to be grouped (shown for reference only).
Step 4 - Canvas view modes
By default the canvas is in View all mode: all elements are visible and you can right-click any tile to remove it from its owner element.
- View selected button: switches to view-selected mode. All elements except the selected one are dimmed. Click again (View all) to return to view-all mode.
- Highlight all button: toggles colored overlays for all elements while one is selected. Click again (Hide others) to restore the dimmed view.
Step 5 - Canvas shortcuts
- Left-click a tile: add the tile to the selected element (or remove it if it is already in the active layer). Requires an element to be selected. Path tiles and the other layer types are handled separately, so clicking a tile while
path is selected never touches its non-path layers and the other way around.
- Left-click drag: bulk-add or remove tiles based on the first tile action.
- Right-click a tile: remove the tile from its owner element. Works in view-all mode (removes from any element) and when an element is selected (removes from that element).
- Right-click drag: keep removing tiles continuously while holding the mouse button.
- Shift+right-click drag: draw a rectangular area selection - all tiles inside the rectangle are removed when you release the mouse button. A red overlay shows the selection while dragging.
- Shift+left-click: select the element that owns the clicked tile.
- Ctrl+scroll: zoom canvas in or out (0.25× to 4×). Use the Reset zoom button to return to 100%.
- Delete key: remove the currently selected element entirely.
Step 6 - Edit element properties
Click an element row to expand its controls:
- Name: rename using kebab-case format, e.g.
tree-001.
- Lock (padlock): locked elements are skipped by AI bulk operations. Lock elements you are satisfied with.
- Delete (trash): remove the element entirely. Same as pressing the Delete key on the keyboard.
- Layer type: choose what layer new tiles will be added to - below-player, collisions, over-player, collisions-over-player, base, path, or custom (enter a suffix in the text field).
- Path layer type: while
path is selected the canvas shows only this element's path tiles; selecting any other layer type shows all the other tiles and hides the path ones. Path tiles are kept apart from the rest, so the same tile can be used as a path tile and also as a normal tile of another layer type. On generation every path layer tile is replaced by the Path tile assigned in the Map Tiles tab, so add the tile to a non-path layer too when you need its own image on the map.
- Quantity: how many copies to place in the generated map.
- Free space: tile padding around the element in the generated map.
- Allow paths in free space: whether path tiles can be placed inside the element's padding area.
Step 7 - Cluster actions
- Detect (per cluster, AI): send this cluster to AI for sub-element detection. Replaces the cluster with its sub-elements.
- Split into tiles: convert each tile in the cluster into a separate single-tile element.
- Convert to element: treat the entire cluster as one approved element.
Step 8 - Bulk actions
Check the checkbox on any element, cluster, or spot row to include it in bulk operations. The bulk action buttons are in the legend panel above the element list:
- Toggle lock: toggles the locked state of all checked elements and clusters.
- Convert all: converts all checked clusters to elements.
- Detect AI: runs AI detection on all checked items - clusters get sub-element detection, elements get layer assignment (requires AI provider).
- Name AI: runs AI naming on all checked non-cluster elements (requires AI provider).
- Delete (trash icon): removes all checked unlocked items. Locked items are kept and shown in the confirmation count.
Step 9 - AI bulk actions (per tileset)
When AI providers are configured, additional buttons appear above the canvas:
- Detect Elements: runs AI sub-element detection on every unlocked cluster in this tileset one by one.
- Detect Layers: runs AI layer assignment on every unlocked non-cluster element in this tileset, splitting tiles into the correct layer types.
- Name All: runs AI naming on every unlocked non-cluster element. Locked elements are skipped.
- Progress is shown next to the buttons. After Name All completes, a summary shows how many were renamed and how many were skipped.
Step 10 - Map Tiles tab
Switch to the Map Tiles tab in the legend panel to assign tile roles for map generation:
- Ground: the base ground tile filling the map background.
- Variations: additional ground variants placed randomly across the map.
- Path: the walkable path tile; surrounding tiles (N/NE/E/SE/S/SW/W/NW) define the transitions around paths. This tile also replaces every tile placed on an element path layer when the map is generated.
- Path Corner Tiles: concave corner transitions for path bends.
- Border Tiles: directional tiles (T/R/B/L) and corner tiles (NW/NE/SW/SE) placed at the map edge; center cell is the fallback border tile.
Click a tile option cell to activate pick mode, then click the desired tile on the canvas to assign it. A colored marker (G, P, B, R, S, C, T, K) appears on the canvas corner of each assigned tile. If more than one tileset is loaded, a Global Map Tiles panel appears above the tilesets to apply shared tile roles across all of them.
Step 11 - Spots
Spots are named areas placed on the generated map. Click Add Spot in the Map Objects tab to create one, then expand it to configure:
- Depth: controls layer placement.
false = no reorder; true = place below ground; enter a layer name (e.g. ground-variations) to place the spot above that layer. Must be used together with Is Element checked, otherwise the spot is silently dropped from the map.
- Is Element: must be checked for the spot to appear on the map when Depth is set.
- Walkable: when unchecked, the generator adds a
-collisions layer suffix that the game engine reads as an impassable collision zone.
- Width / Height: spot dimensions in tiles.
- Quantity: how many instances to place.
- Mark %: percentage of the spot area to fill (100 = solid rectangle).
- Variable Tiles %: percentage of tiles replaced with random variations.
- Spot Tile / Variations: assign the center tile and random fill tiles by clicking the canvas after activating the option cell.
- Surrounding / Corner tiles: directional border tiles for this spot's edges.
- Inner / Outer Walls: wall tile rings placed at or outside the spot boundary. Enable Border Inner Walls or Border Outer Walls (Split Borders in Layers is forced on automatically).
To make a spot visible on the map with collision: check Is Element, set Depth to a layer name (e.g. ground-variations), uncheck Walkable, and assign Variations tiles.
Step 12 - Animations
Animated tiles are configured per tileset in the Animations panel. Click Add to create an animation, then expand it to configure:
- Name: label used in the editor only, e.g.
water-flow.
- Base tile: the tile the animation is attached to. Click the base tile cell to activate pick mode, then click the desired tile on the canvas. Every map cell using this tile plays the animation.
- Frames: add the frames one by one, each one picked from the canvas the same way. The frames play in the order listed; the base tile is used as the first frame automatically when the first frame you add is a different tile.
- Reorder frames: drag a frame and drop it on another frame of the same animation to move it to that position. Its own duration travels with it, and frames can only be reordered inside their own animation. Whichever frame ends up first becomes the base tile of the animation, so dropping a frame into the first position changes which tile the animation is attached to and therefore which map cells play it.
- Duration (per frame): how long that frame stays on screen, in milliseconds. Leave it empty to inherit.
- Apply duration to all frames: the animation default duration, used by every frame with no duration of its own.
- Default duration (per tileset): fallback for every animation of this tileset that has no default of its own. When nothing is set anywhere, 200 milliseconds are used.
An animation is only exported when its base tile is actually used: assigned as a tile option in the Map Tiles tab, used by a spot, or part of an element layer. Animations on unused base tiles are dropped on generation so unused tiles are not forced into the optimized tileset image. The frames themselves do not need to be used anywhere, a used base tile carries all of its frames into the generated map.
Step 13 - Session and per-tileset controls
- Session Name: optional label appended to the auto-generated session ID timestamp.
- Override session checkbox: when checked, saving rewrites the current session; when unchecked every save creates a new timestamped session.
- Save Session: saves the full current state to disk.
- Save (per tileset): saves only that tileset's data into the current session.
- Remove (per tileset): removes the tileset from the session.
- Map Generator Configuration toggle: expands inputs for Map File Name, Map Title, and the Maps Wizard Strategy (single composite map, multiple maps, or multiple maps with associations).
Step 14 - Generate and Maps Wizard
When all elements and spots are configured, click Generate All (or per-tileset Generate) to produce output files: Tiled-compatible JSON per element, an annotated tileset PNG, composite.json, and map-generator-config.json. Generated sessions appear in the Generated Files list below the editor.
After generating, click Maps Wizard to open the map generation wizard. It pre-fills from the session's map-generator-config.json and runs the Reldens map generator to produce the final playable Tiled map files.
Tips
- Lock an element after you are happy with it - this protects it from AI bulk operations.
- Add Element creates a blank element you can populate by clicking tiles on the canvas.
- Previous sessions are listed in the Generated Files section below the editor - click a row to expand and download files.
- All element names must match the pattern
word-001 (lowercase letters, optional hyphens, numeric suffix) and must be unique within the tileset before Generate is enabled; a repeated name is marked in red like an invalid one.
- The Generate Selected checkbox in the legend header asks for confirmation before it marks or unmarks every element at once.
- If a spot is configured but never appears on the generated map, check that Is Element is checked and Depth is not
false.